/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef GAME_H
#define GAME_H
#include <glad/glad.h>
#include <tuple>
#include <vector>

#include <GLFW/glfw3.h>

#include "game_level.h"
#include "power_up.h"

// Represents the current state of the game
enum GameState { GAME_ACTIVE, GAME_MENU, GAME_WIN };

// Represents the four possible (collision) directions
enum Direction { UP, RIGHT, DOWN, LEFT };
// Defines a Collision typedef that represents collision data
typedef std::tuple<bool, Direction, glm::vec2>
    Collision; // <collision?, what direction?, difference vector center -
               // closest point>

// Initial size of the player paddle
const glm::vec2 PLAYER_SIZE(100.0f, 20.0f);
// Initial velocity of the player paddle
const float PLAYER_VELOCITY(500.0f);
// Initial velocity of the Ball
const glm::vec2 INITIAL_BALL_VELOCITY(100.0f, -350.0f);
// Radius of the ball object
const float BALL_RADIUS = 12.5f;

// Game holds all game-related state and functionality.
// Combines all game-related data into a single class for
// easy access to each of the components and manageability.
class Game {
public:
  // game state
  GameState State;
  bool Keys[1024];
  bool KeysProcessed[1024];
  unsigned int Width, Height;
  std::vector<PowerUp> PowerUps;
  GameLevel *Level;
  unsigned int Lives;
  // constructor/destructor
  Game(unsigned int width, unsigned int height);
  ~Game();
  // initialize game state (load all shaders/textures/levels)
  void Init();
  // game loop
  void ProcessInput(float dt);
  void Update(float dt);
  void Render();
  void DoCollisions();
  void DrawFlag();
  // reset
  void ResetLevel();
  void ResetPlayer();
  // powerups
  void SpawnPowerUps(GameObject &block);
  void UpdatePowerUps(float dt);
};

#endif